Backends: Comments next to include, misc minor comments/tweaks, fix imgui_impl_osx.h using IMGUI_API instead of IMGUI_IMPL_API. (#3105)

This commit is contained in:
omar 2020-04-07 11:02:29 +02:00
parent 00927105ba
commit cc0e43e631
15 changed files with 27 additions and 39 deletions

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@ -14,8 +14,7 @@
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd // https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
struct ALLEGRO_DISPLAY; struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT; union ALLEGRO_EVENT;
@ -26,6 +25,6 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();

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@ -10,8 +10,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
struct ID3D10Device; struct ID3D10Device;
@ -20,6 +19,6 @@ IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();

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@ -10,8 +10,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
struct ID3D11Device; struct ID3D11Device;
struct ID3D11DeviceContext; struct ID3D11DeviceContext;
@ -21,6 +20,6 @@ IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();

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@ -12,8 +12,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
enum DXGI_FORMAT; enum DXGI_FORMAT;
struct ID3D12Device; struct ID3D12Device;
@ -32,6 +31,6 @@ IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();

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@ -10,8 +10,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
struct IDirect3DDevice9; struct IDirect3DDevice9;
@ -20,6 +19,6 @@ IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();

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@ -17,8 +17,7 @@
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
struct GLFWwindow; struct GLFWwindow;

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@ -16,8 +16,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();

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@ -9,15 +9,14 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks); IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_IMPL_API void ImGui_Marmalade_Shutdown(); IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
IMGUI_IMPL_API void ImGui_Marmalade_NewFrame(); IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();

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@ -9,7 +9,7 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include "imgui.h" #include "imgui.h" // IMGUI_IMPL_API
@class MTLRenderPassDescriptor; @class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;

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@ -17,8 +17,7 @@
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();

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@ -22,8 +22,7 @@
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
// Backend API // Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);

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@ -8,12 +8,12 @@
// Issues: // Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. // [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
#include "imgui.h" #include "imgui.h" // IMGUI_IMPL_API
@class NSEvent; @class NSEvent;
@class NSView; @class NSView;
IMGUI_API bool ImGui_ImplOSX_Init(); IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
IMGUI_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view); IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);

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@ -15,8 +15,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
struct SDL_Window; struct SDL_Window;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;

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@ -21,8 +21,7 @@
// Read comments in imgui_impl_vulkan.h. // Read comments in imgui_impl_vulkan.h.
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
// Initialization data, for ImGui_ImplVulkan_Init() // Initialization data, for ImGui_ImplVulkan_Init()

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@ -8,14 +8,14 @@
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h"
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Configuration: Disable gamepad support or linking with xinput.lib // Configuration
// - Disable gamepad support or linking with xinput.lib
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT //#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT